Zane Diamond (5e Creature)

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Zane Diamond[edit]

Large dragon (titan), lawful neutral


Armor Class 26 (natural armor)
Hit Points 1503 (97d10 + 970)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 26 (+8) 30 (+10) 18 (+4) 22 (+6) 26 (+8)

Saving Throws Str +22, Dex +20, Con +22
Skills Acrobatics +20, Athletics +22, Intimidation +20, Persuasion +20
Damage Resistances acid, cold, fire, lightning, poison, all damage that is not from a magic item of at least very rare rank or a spell of at least 6th level.
Damage Immunities force, bludeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
Senses passive Perception 16, truesight 120 ft, darkvision 300 ft
Languages common, draconic
Challenge 42 ( XP)


Aura of Energy Any creature of Zane's choice that starts its turn within 30 ft of him takes 70(20d6) force damage and must succeed on a DC 30 Constitution save or be stunned until the start of their next turn.

Power of Order Zane can cast any spell on the paladin spell list or any paladin domain spell at will.

Infused Attacks Zane's attacks do an extra 56(16d6) radiant damage and 56(16d6) force damage.

Unstoppable Zane's attacks score a critical hit on a roll of 16-20. All damage dealt by Zane ignores resistance and immunity, and cannot be reduced or negated in any way.

Parry Blow (1/turn) When Zane takes bludgeoning, piercing, or slashing damage, Zane simply shrugs it off and takes no damage, and he gains advantage on attack rolls until the end of his next turn

Absorb Energy (1/turn) When Zane takes damage that is not bludgeoning, piercing, or slashing, he absorbs the damage. He takes no damage and regains HP equal to half the damage dealt.

ACTIONS

Multiattack Zane makes three attacks with Destroyer or Energy Bolt. He can replace two attacks with Annihilation Beam or Dragon's Wrath.

Destroyer (+5 Greatsword) Melee Weapon Attack: +27 to hit, reach 10 ft., one target. Hit: 50(10d6+15) slashing damage plus 63(18d6) radiant damage plus 63(18d6) force damage, and the target is pushed up to 10ft back and knocked prone.

Energy Bolt Ranged Weapon Attack: +22 to hit, range 300 ft, one target. Hit: 165(30d10) force damage.

Annihilation Beam (Recharge 5-6) Zane unleashes a blast of raw energy in a 120-foot cone. each creature in the cone must make a DC 30 Dexterity save or take 396(72d10) force damage. All objects in the area are instantly destroyed.

Dragon's Wrath (3/day) Zane targets one creature he knows exists anywhere in the multiverse. no matter where in the multiverse it is, that creature must make a DC 30 saving throw with disadvantage. the creature takes -1 on the save for every 20 points of damage Zane is currently missing. if it fails, it takes 400 force damage, plus 1 force damage for every 10 points of health Zane is currently missing and is blinded, deafened, charmed, frightened, grappled, restrained, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious for one minute. The target can make a separate saving throw for each condition at the end of each of its turns, still applying the disadvantage and penalty. On a success, it takes half as much damage and does not gain conditions.

REACTIONS

Parrying Strike Zane parries an incoming attack, granting him a +12 bonus to AC for that attack. He then makes one Destroyer attack against the attacker.

LEGENDARY ACTIONS

Zane can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zane regains spent legendary actions at the start of his turn.

Destroyer Zane makes a Destroyer attack.

Aura of Power Until the end of Zane's next turn his Aura of Energy does double damage and all creatures have disadvantage on their saving throw against it.

Empower (costs two actions) Zane has advantage on all d20 rolls until the end of his next turn, and creatures make attacks against him with disadvantage.

Ultimate Order (Costs three actions) Up to 3 creatures Zane can see within 120 feet of him must make a DC 30 Charisma save, or Zane chooses an action for that creature. that creature can ONLY take that action on their next turn.

Zane is a powerful adventurer and a child of the god of order. He is a heavy melee hitter who also has a decent arsenal of spells. He focuses on taking attention off of allies and shrugging off blows.

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